Teras Kasi Archive
Thread: Time for a new Top 5? (March 31, 2004)
Unstable1
Thu Apr 01, 2004 2:36 pm
#14
i'm talking pure tk only, not template stacking. template stacking evens the playing field since it allows everyone to be essentially versions of the same thing. but let's say i want to be pure tkm/md. tkm should be a profession wholly unto its own without dependencies on stacking to be effective.
Ryutek
Thu Apr 01, 2004 3:58 pm
#15
I couldn't agree more evetsleep, and I still have yet to truly see a good reason as to why we need another damage type. The only suggestion I've seen that really backs it up is the poster that mentioned restraint damage in another thread, as it did make sense. However, I still feel that another damage type would make us unbalanced...
evetsleep wrote:
Why? No profession is independant, nor should it be. No profession gets everythingwithout mixing and matching. Adding anymore damage types to TKA would be a bad thing. Template stacking allows for flexability, not the same thing. There will always be FoTM, but that is the strength ofSWG...being able to pick more then one profession to master in...or master one and pick some skills from others to fillyour other needs. As a old TKM I can tell you that Inever"needed" to stack to be effective and I still don't. I can stilltake out some one wearing 80% kinetic comp with out the need for my fencer skills\weapons, but using myfencer skills accelerates the inevitable and allows me to moveon to my next target faster.
evetsleep
Thu Apr 01, 2004 4:07 pm
#16
Ryutek wrote:
I couldn't agree more evetsleep, and I still have yet to truly see a good reason as to why we need another damage type. The only suggestion I've seen that really backs it up is the poster that mentioned restraint damage in another thread, as it did make sense. However, I still feel that another damage type would make us unbalanced...
evetsleep wrote:
Why? No profession is independant, nor should it be. No profession gets everythingwithout mixing and matching. Adding anymore damage types to TKA would be a bad thing. Template stacking allows for flexability, not the same thing. There will always be FoTM, but that is the strength ofSWG...being able to pick more then one profession to master in...or master one and pick some skills from others to fillyour other needs. As a old TKM I can tell you that Inever"needed" to stack to be effective and I still don't. I can stilltake out some one wearing 80% kinetic comp with out the need for my fencer skills\weapons, but using myfencer skills accelerates the inevitable and allows me to moveon to my next target faster.
Well...its not really restraint "damage" per say, but the change is some form of how a restraint move will or will not work. If implemented correctly I could see this fitting (a form of grappling perhaps), but I would still be concerned about the balance implications of giving us some skills\moves that take advantage of restraint (it would have to be balanced out some how).
Message Edited by evetsleep on 04-01-2004 03:08 PM
JoriQ
Thu Apr 01, 2004 4:25 pm
#17
Doesn't anyone else think that there are many NPCs with big kinetic resistance for a reason? So that we are not as powerful against everything, and cannot just tear everything apart. I'm also a little sceptical about reducing the time of FoW. Sure I realize it would make us better, but it's not just about that, it's pretty powerful skill that is meant to be used only when extremely necessary. If you need it more than once an hour... maybe you should re-think your life path (ie tone it down on what ever you're doing)
Ryutek
Fri Apr 02, 2004 1:42 am
#18
evetsleep wrote:
5) How about shorten Force of Will to 30min timer? Would 30 minutes make it that much better? I'm really not sure. Generally after 30 minutes have passed the battle is already over.
I think that is part of the point. Why not be able to use it again in the next fight if it takes place 30 to 45 minutes later?
Unstable1
Fri Apr 02, 2004 1:54 am
#19
the number one issue has got to be a new damage type. i would willingly change NOTHING and get stun damage and be happy for a long time. would this make us too powerful? within 9m yes. BUT we get no ability to deal with kiters, no DOT shot, crappy state defenses, no ranged DB, etc.
it really should be that at 64m againsta master rifleman, i lose, and lose almost 100%, but within 9m i win, and win a lot. that still is not the case against riflemen. i lose a lot at 64m and i lose enough within 9m. plus, there are some creatures i simply cannot fight because of 100% kinetic resists. we SHOULD be unstoppable within range.
we are the most all-around capable profession (self buff, heal states, etc)and we do need a limitation -- which is extreme vulnerability to ranged attacks -- but we also need a second damage type. this would complete the profession and make it near perfect for its role.
-unstable, tkm
Ryutek
Fri Apr 02, 2004 7:14 am
#20
Updated Top 5
How about these?
- Defensive Acuity & Center of Being - We need clarification on what these do and whether they are working as intended. We curently do not see any / very little effect.
- We need documentation about what each level of Meditation does, as well as what each special is supposed to do, so that we know if everything is working as intended.
- Ineffective Specials - Combo 1 & Combo 2 spread damage over all HAM pools, which is rather pointless when we can do more damage faster by targeting a specific pool. Are these working as designed? Is there some other effect on these combos that we are missing?
- We would like to see the timer for Powerboost appear in the buff window
- What is the Developer's vision for our profession? It has been cited in the Expanded Universe that the Teras Kasi Order would hunt down Dark Jedi and eliminate them. Is this what the Developers have in mind? Are we just a front-line combat profession?
How about these?
Ryutek
Fri Apr 02, 2004 8:02 am
#21
Any more input? If not I'll assume the last post I made is what is agreed upon...
Unstable1
Fri Apr 02, 2004 12:35 pm
#24
i still would insist on a new damage type (doesn't have to be stun). why am i prohibited from fighting Nightsister Elders? why can i not go along on Peko Peko Albatross hunts?
why can i not operate at the same level as EVERY OTHER COMBAT PROFESSION? heck, i'm not asking for a DOT hit like what, ALL the ranged professions have. i'm not asking for the ability to pierce Composite armor (thereby making rifleman not so invincible in pvp)... no no no.
i'm just saying, give us a second damage type. give us options.
this has got to be a higher priority issue than what the levels of meditation do on the skill tree. for that matter, it seems to be doing just fine. my wounds are healing, my disease subsides, my poison subsides, my bleeding decreases.... why make that issue a top 5??
have you people given in to the nerf trolls and are so defensive about being called overpowered that you are now starting to take their side? c'mon, giving us a 2nd damage type is nowhere near as radical as 100% to-hit area mind poisons that tick at 900pts. THAT'S overpowered.
evetsleep
Fri Apr 02, 2004 12:41 pm
#25
Have you read any of the posts about new damage types at all? I really dont see how you can request this after reading all the posts. If you want more damage types pick up an additional profession.
Unstable1 wrote:
i still would insist on a new damage type (doesn't have to be stun). why am i prohibited from fighting Nightsister Elders? why can i not go along on Peko Peko Albatross hunts?
why can i not operate at the same level as EVERY OTHER COMBAT PROFESSION? heck, i'm not asking for a DOT hit like what, ALL the ranged professions have. i'm not asking for the ability to pierce Composite armor (thereby making rifleman not so invincible in pvp)... no no no.
i'm just saying, give us a second damage type. give us options.
this has got to be a higher priority issue than what the levels of meditation do on the skill tree. for that matter, it seems to be doing just fine. my wounds are healing, my disease subsides, my poison subsides, my bleeding decreases.... why make that issue a top 5??
have you people given in to the nerf trolls and are so defensive about being called overpowered that you are now starting to take their side? c'mon, giving us a 2nd damage type is nowhere near as radical as 100% to-hit area mind poisons that tick at 900pts. THAT'S overpowered.
Smuggler_Caylin
Fri Apr 02, 2004 12:49 pm
#26
Order of Operations for Meditative "Trance" Healing
- Cure bleeding
- Cure poison (meditation >20)
- Cure disease (meditation >40)
- Cure wounds (meditation >60)
Straight from a developers mouth, does this help?